edict_t *medic_FindDeadMonster (edict_t *self) { edict_t *ent = NULL; edict_t *best = NULL; while ((ent = findradius(ent, self->s.origin, 1024)) != NULL) { if (ent == self) continue; if (!(ent->svflags & SVF_MONSTER)) continue; if (ent->monsterinfo.aiflags & AI_GOOD_GUY) continue; if (ent->owner) continue; if (ent->health > 0) continue; if (ent->nextthink && (ent->think != M_FliesOff) && (ent->think != M_FliesOn)) continue; // check to make sure we haven't bailed on this guy already if ((ent->monsterinfo.badMedic1 == self) || (ent->monsterinfo.badMedic2 == self)) continue; if (!visible(self, ent)) continue; if (embedded(ent)) continue; if (!canReach(self,ent)) continue; if (!best) { best = ent; continue; } if (ent->max_health <= best->max_health) continue; best = ent; } if(best) { self->oldenemy = self->enemy; self->enemy = best; self->enemy->owner = best; self->monsterinfo.aiflags |= AI_MEDIC; self->monsterinfo.aiflags &= ~AI_MEDIC_PATROL; self->monsterinfo.medicTries = 0; self->movetarget = self->goalentity = NULL; self->enemy->monsterinfo.healer = self; self->timestamp = level.time + MEDIC_TRY_TIME; FoundTarget (self); if(developer->value) gi.dprintf("medic found dead monster: %s at %s\n", best->classname,vtos(best->s.origin)); } return best; }
bool IsAccessiblePoint(CPoint* point, int x, int y, bool isIgnoreCorner) { if(!canReach(x, y) || isInCloseVec(x, y)) return false; else { //可到达的点 if(abs(x - point->X) + abs(y - point->Y) == 1) // 左右上下点 return true; else { if(canReach(abs(x - 1), y) && canReach(x, abs(y - 1))) // 对角点 return true; else return isIgnoreCorner; //墙的边角 } } }
int HintTestStart (edict_t *self) { edict_t *e; edict_t *hint=NULL; float dist; vec3_t dir; int i; float bestdistance=99999; if (!hint_chains_exist) return 0; for(i=game.maxclients+1; i<globals.num_edicts; i++) { e = &g_edicts[i]; if(!e->inuse) continue; if(Q_strcasecmp(e->classname,"hint_path")) continue; if(!visible(self,e)) continue; if(!canReach(self,e)) continue; VectorSubtract(e->s.origin,self->s.origin,dir); dist = VectorLength(dir); if(dist < bestdistance) { hint = e; bestdistance = dist; } } if(hint) { self->hint_chain_id = hint->hint_chain_id; if(!self->monsterinfo.pathdir) self->monsterinfo.pathdir = 1; VectorSubtract(hint->s.origin, self->s.origin, dir); self->ideal_yaw = vectoyaw(dir); self->enemy = self->oldenemy = NULL; self->goalentity = self->movetarget = hint; self->monsterinfo.pausetime = 0; self->monsterinfo.aiflags = AI_HINT_TEST; // run for it self->monsterinfo.run (self); return 1; } else return -1; }
bool canJump(vector<int>& nums) { int size = nums.size(); if (1 == size || 0 == size) { return true; } vector<int> canReach(size, false); canReach[0] = true; int lastInd = 0; for (int i=0; i<size-1; i++) { if (i > lastInd && !canReach[i]) { return false; } int ind = i + nums[i]; bool flag = canReach[i] && true; if (ind >= size-1) { return true; } else { canReach[ind] = flag; } lastInd = max(ind, lastInd); } return canReach[size-2] && nums[size-2]>0; }
void medic_idle (edict_t *self) { if(!(self->spawnflags & SF_MONSTER_AMBUSH)) gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0); if(self->monsterinfo.aiflags & AI_MEDIC) { // Then we must have reached this point after losing sight // of our patient. abortHeal(self,false); } if(medic_FindDeadMonster(self)) return; // If the map has hint_paths, AND the medic isn't at a HOLD point_combat, // AND the medic has previously called FoundTarget (trail_time set to // level.time), then look for hint_path chain and follow it, hopefully // to find monsters to resurrect if(self->monsterinfo.aiflags & AI_HINT_TEST) return; if (hint_chains_exist && !(self->monsterinfo.aiflags & AI_STAND_GROUND) && ((self->monsterinfo.trail_time > 0) || medic_test) ) { edict_t *e; edict_t *hint=NULL; float dist; vec3_t dir; int i; float bestdistance=99999; for(i=game.maxclients+1; i<globals.num_edicts; i++) { e = &g_edicts[i]; if(!e->inuse) continue; if(Q_strcasecmp(e->classname,"hint_path")) continue; if(!visible(self,e)) continue; if(!canReach(self,e)) continue; VectorSubtract(e->s.origin,self->s.origin,dir); dist = VectorLength(dir); if(dist < bestdistance) { hint = e; bestdistance = dist; } } if(hint) { self->hint_chain_id = hint->hint_chain_id; if(!self->monsterinfo.pathdir) self->monsterinfo.pathdir = 1; VectorSubtract(hint->s.origin, self->s.origin, dir); self->ideal_yaw = vectoyaw(dir); self->goalentity = self->movetarget = hint; self->monsterinfo.pausetime = 0; self->monsterinfo.aiflags |= AI_MEDIC_PATROL; self->monsterinfo.aiflags &= ~(AI_SOUND_TARGET | AI_PURSUIT_LAST_SEEN | AI_PURSUE_NEXT | AI_PURSUE_TEMP); // run for it self->monsterinfo.run (self); } } }
void medic_NextPatrolPoint (edict_t *self, edict_t *hint) { edict_t *next=NULL; edict_t *e; vec3_t dir; qboolean switch_paths=false; self->monsterinfo.aiflags &= ~AI_MEDIC_PATROL; // if(self->monsterinfo.aiflags & AI_MEDIC) // return; if(self->goalentity == hint) self->goalentity = NULL; if(self->movetarget == hint) self->movetarget = NULL; if (!(self->monsterinfo.aiflags & AI_MEDIC)) { if(medic_FindDeadMonster(self)) return; } if(self->monsterinfo.pathdir == 1) { if(hint->hint_chain) next = hint->hint_chain; else { self->monsterinfo.pathdir = -1; switch_paths = true; } } if(self->monsterinfo.pathdir == -1) { e = hint_chain_starts[hint->hint_chain_id]; while(e) { if(e->hint_chain == hint) { next = e; break; } e = e->hint_chain; } } if(!next) { self->monsterinfo.pathdir = 1; next = hint->hint_chain; switch_paths = true; } // If switch_paths is true, we reached the end of a hint_chain. Just for grins, // search for *another* visible hint_path chain and use it if it's reasonably close if(switch_paths && hint_chain_count > 1) { edict_t *e; edict_t *alternate=NULL; float dist; vec3_t dir; int i; float bestdistance=512; for(i=game.maxclients+1; i<globals.num_edicts; i++) { e = &g_edicts[i]; if(!e->inuse) continue; if(Q_strcasecmp(e->classname,"hint_path")) continue; if(next && (e->hint_chain_id == next->hint_chain_id)) continue; if(!visible(self,e)) continue; if(!canReach(self,e)) continue; VectorSubtract(e->s.origin,self->s.origin,dir); dist = VectorLength(dir); if(dist < bestdistance) { alternate = e; bestdistance = dist; } } if(alternate) next = alternate; } if(next) { self->hint_chain_id = next->hint_chain_id; VectorSubtract(next->s.origin, self->s.origin, dir); self->ideal_yaw = vectoyaw(dir); self->goalentity = self->movetarget = next; self->monsterinfo.pausetime = 0; self->monsterinfo.aiflags |= AI_MEDIC_PATROL; self->monsterinfo.aiflags &= ~(AI_SOUND_TARGET | AI_PURSUIT_LAST_SEEN | AI_PURSUE_NEXT | AI_PURSUE_TEMP); // run for it self->monsterinfo.run (self); } else { self->monsterinfo.pausetime = level.time + 100000000; self->monsterinfo.stand (self); } }
void AIPlayer::decide(int partial, int depth) { //fprintf(stderr, " Decision %d on %d - Depth = %d\n",partial+1,DISPATCHCYCLES,depth); if (partial == 0) { // get flobo binoms to drop FloboState etat; etat = attachedGame->getFallingState(); if (etat == FLOBO_EMPTY) return; current.falling = extractColor(etat); etat = attachedGame->getCompanionState(); if (etat == FLOBO_EMPTY) return; current.companion = extractColor(etat); current.orientation = extractOrientation(attachedGame->getFallingCompanionDir()); current.position.x = attachedGame->getFallingX(); current.position.y = FLOBOBAN_DIMY - attachedGame->getFallingY(); originalFlobo = current; next.falling = extractColor(attachedGame->getNextFalling()); next.companion = extractColor(attachedGame->getNextCompanion()); next.orientation = Left; next.position.x = 0; next.position.y = IA_FLOBOBAN_DIMY+1; bestl1=1; foundOne = false; bestEvaluation = 0; } switch (depth) { case 1: for (unsigned int l1 = 1+partial; l1 <= MAXCOMBINATION; l1+=DISPATCHCYCLES) { // set position of binom 1 serialPosition(l1,¤t); // reset evaluation GridEvaluation evaluation1 = nullEvaluation; GridState state1; // drop the binom (including destroying eligible groups) and continue if game not lost if (canReach(originalFlobo, current, internalGrid, 1) && dropBinom(current, internalGrid, &state1, &evaluation1)) { evalWith(&state1, &nullEvaluation, &evaluation1); if (foundOne == false || selectIfBetterEvaluation(&bestEvaluation, &evaluation1, current, &state1)) { bestl1 = l1; } foundOne = true; } } if (foundOne) serialPosition(bestl1,¤t); objective = current; break; case 2: for (unsigned int l1 = 1+partial; l1 <= MAXCOMBINATION; l1+=DISPATCHCYCLES) { // set position of binom 1 serialPosition(l1,¤t); // reset evaluation GridEvaluation evaluation1 = nullEvaluation; GridState state1; // drop the binom (including destroying eligible groups) and continue if game not lost if (canReach(originalFlobo, current, internalGrid, 1) && dropBinom(current, internalGrid, &state1, &evaluation1)) { for (unsigned int l2 = 1; l2 <= MAXCOMBINATION; l2++) { // set position of binom 1 serialPosition(l2,&next); // copy evaluation GridEvaluation evaluation2 = evaluation1; GridState state1bis; GridState state2; dropNeutrals(lastNumberOfBadFlobos-evaluation1.floboSuppressed, totalNumberOfBadFlobos, &state1bis, &state1); // drop the binom (including destroying eligible groups) and eval board if game not lost if (canReach(originalFlobo, next, &state1bis, 1) && dropBinom(next, &state1bis, &state2, &evaluation2)) { evalWith(&state2, &evaluation1, &evaluation2); if (foundOne == false || selectIfBetterEvaluation(&bestEvaluation, &evaluation2, current, &state2)) { bestl1 = l1; } foundOne = true; } } } } if (foundOne) serialPosition(bestl1,¤t); objective = current; break; default: objective.position.x = (random() % IA_FLOBOBAN_DIMX); objective.orientation = (FloboOrientation)(random() % 4); break; } }
int test(int *matr){ if(canReach(matr) < (SIZE-obstacles)){ return 0; } return 1; }